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Tom Nelson

Senior Software Engineer @ Linden Lab

Senior Software Engineer at Linden Lab

San Francisco Bay Area

Ranked #1,093 out of 21,860 for Senior Software Engineer in United States

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Tom Nelson's Email Addresses & Phone Numbers

Tom Nelson's Work Experience

Linden Lab

Senior Software Engineer

March 2015 to Present

San Francisco, CA

Sony Network Entertainment

Senior Software Engineer

June 2010 to February 2015

San Francisco, CA

Redbana, U.S.

Senior Tools Programmer

February 2009 to February 2010

San Mateo, CA

Tom Nelson's Professional Skills Radar Chart

Based on our findings, Tom Nelson is ...

Self-sufficient
Critical
Logical

What's on Tom Nelson's mind?

Based on our findings, Tom Nelson is ...

52% Left Brained
48% Right Brained

Tom Nelson's Estimated Salary Range

About Tom Nelson's Current Company

Linden Lab

Frequently Asked Questions about Tom Nelson

What company does Tom Nelson work for?

Tom Nelson works for Linden Lab


What is Tom Nelson's role at Linden Lab?

Tom Nelson is Senior Software Engineer


What is Tom Nelson's personal email address?

Tom Nelson's personal email address is to****[email protected]


What is Tom Nelson's business email address?

Tom Nelson's business email address is r*****@lindenlab.com


What is Tom Nelson's Phone Number?

Tom Nelson's phone (**) *** *** 146


What industry does Tom Nelson work in?

Tom Nelson works in the Computer Software industry.


Who are Tom Nelson's colleagues?

Tom Nelson's colleagues are Eric Liu, Nathan Whiteside, Akbar Pasha, Dolphin Hawkins, Graham Madarasz, Chris Baker, Howard Hsu, Sam Distaso, Justine Kloss, and Ava Collins


About Tom Nelson

đź“– Summary

I’m a software engineer with a long history in the industry. I’ve worked previously at companies such as Eidos, Electronic Arts, AOL and most recently Sony Entertainment Network. I was the principal engineer on eJamming’s music collaboration software and a senior engineer on vSide with Doppelganger and Alien Syndrome PSP at Totally Games. My background is primarily in client/server network communications but I've also got a solid grounding in other gameplay elements and general software design.Senior Software Engineer @ From March 2015 to Present (8 months) San Francisco, CASenior Software Engineer @ Developed a JavaScript/HTML5 photo management and sharing application for the Sony Bloggie Camera. Was a significant contributor to the Sony Entertainment Store, a JavaScript single page web application. Wrote that data management middleware layer as well as the logic for minimizing network requests and traffic. Made significant changes to the Backbone event system to allow for asynchronous processing and event scoping. Wrote the web client for remotely triggered downloads to the PS4 console. From June 2010 to February 2015 (4 years 9 months) San Francisco, CASenior Tools Programmer @ Responsible for development tools and pipeline for the Hellgate: London project in C++. Developed a prototype top down shooter prototype game using the Hellgate engine. Contributed to the in game online auction house. Added numerous enhancements to the quest system. Refactored the build system using CMake. From February 2009 to February 2010 (1 year 1 month) San Mateo, CASenior Programmer @ Developed new features for Doppelganger's 3D virtual world vSide using C++ and the Torque Game Engine. Implemented the URI based teleportation system. Integrated in world YouTube video streaming and playlists. Used Google Analytics to implement in world player tracking. Developed a number of in world games including a rolling dice toss and a spin the bottle game. From November 2007 to December 2008 (1 year 2 months) San Francisco, CAProgrammer @ Developed features and enhanced the eCast internet enabled Jukebox using Windows DCOM and C++. Worked on a the display and song/album selection in a prototype second generation jukebox using ActionScript and Flex. From January 2007 to October 2007 (10 months) San Francisco, CAProgrammer @ Wrote the multiplayer networking code and developed some of enemy AI behaviors for Alien Syndrome, a game for the Sony PSP using the Vicious Cycle game engine and C++. From February 2006 to January 2007 (1 year) San Francisco, CAContract Programmer @ Wrote the specifications and designs for a new multi-threaded version Proton Media's 3D Virtual World server. Implemented initial framework in C++. From January 2006 to March 2006 (3 months) Lansdale, PA (remote from San Francisco, CA)Programming Lead @ Responsible for the technical design, architecture and implementation of the eJamming Station; a product to allow musicians to play together across the Internet in near real time. Developed the application core in standard C++/STL for single source portability across OSX and Windows platforms. Wrote the application front end using Microsoft’s managed C++ and .Net. Built the networking layer on top of the GameSpy libraries for portability and low latency communications. Managed a team of two other programmers based in London. From 2004 to 2006 (2 years) Senior Software Engineer @ Responsible for the technical design and implementation and launch of the client for MusicNet on AOL, a subscription based music download service. Used ATL to develop a core component for application logic and MFC to develop a thin browser to contain the actual user interface, which was written in Javascript. Led the design and development of a generic skinning engine and resource manager for Win32 applications. Made heavy use of windows subclassing to intercept window painting and related events. Resource files were laid out using XML. From 2002 to 2004 (2 years) San Francisco, CAProgrammer @ Responsible for designing and implementing the Web based ActiveX client for the EA.com multiplayer matchup system. Coordinated client development with server development in remote office. Translated user requirements and requests into a consistent and functional application. Designed and implemented the programming interface for customizing the matchmaking application. Designed and implemented the COM interface for an embedded matchmaking system. Worked on the design for a ratings-based quick matchup system. From 2000 to 2001 (1 year) Redwood City, CASoftware Contractor @ Responsible for investigating and designing a high bandwidth network for delivery of MPEG-4 content to home consumers. This was part of a joint experiment with the Sprint Advanced Technology Laboratory. Developed and promoted new applications and uses for the emerging MPEG-4 specification. From June 1999 to December 1999 (7 months) Brisbane, CASenior Application Programmer @ Responsible for the network layer and code, both server and client, for an online World War II flight and battle simulation. Redesigned the server portion of the application, removing numerous bugs and leaks in the process. Separated the game play protocols from their dependence on Microsoft's DirectPlay. Extended the protocols as necessary to add client/server handshaking, synchronization, object collision, score propagation and player grouping. Tuned the existing protocol in use to reduce network bandwidth requirements and mitigate latency issues for smoother game play. Integrated the game into the infrastructure of both the Total Entertainment Network and MPlayer. From 1998 to 1999 (1 year) Menlo Park, CASenior Application Engineer @ Led the development team for the AOL gaming lobby client. Worked with managers and producers to write the application specification. Designed and implemented the game lobby's user interface. Provided technical guidance and expertise on the Microsoft Windows SDK and MFC. Worked with the server team to define messaging protocols suitable for a massively multi-player environment. Implemented 3D camera positioning code for a 3D virtual world. Retrofitted existing virtual world code to use a new 3D engine. Wrote the chat interface used for all WorldPlay products. From 1996 to 1998 (2 years) Burlingame, CATechnical Quality Assurance Engineer @ Performed white and black box testing on DLLs using C/C++ and Visual BASIC. Built scripting tools and test harnesses using C and C++. Validated the correctness of Action's product line. From 1995 to 1996 (1 year) Alameda, CAQA Engineer @ Wrote and executed test plans for FTP Software's TCP/IP kernel and server suite. Developed applications for testing individual DLLs. Maintained the TCP/IP network for the testing lab. Administered the HTML, LPD, PC NFS Printing and DHCP servers for the office. Insured that Management was kept up-to-date on the state of the products. Helped to coordinate between development, documentation and QA in two offices. Assisted in releasing a Windows-based TCP/IP kernel and client product. Participated on the team that shipped an NFS server product for Windows 3.11 and successfully brought FTP's NT NFS server product to beta. From 1994 to 1995 (1 year) San Francisco, CAApplication Developer @ Worked on the orders database product and assisted in the complete rewrite and port of the DOS products to a Sun workstation using C++ and Sybase. Encapsulated the Vermont Views interface library into a C++ class hierarchy. Developed the user interface for the back-end products. Implemented portions of the orders database application under UNIX. Wrote the prototype for the Windows 3.1 database front-end using Visual BASIC. Represented the development department during the implementation of a company-wide software quality assurance program. Performed maintenance on the MS-DOS orders database and patient-tracking software. From 1991 to 1994 (3 years) Greenbrae, CAJunior Application Programmer @ Ported the existing fixed asset management systems from early K&R C into ANSI C for better portability. Redesigned the legacy systems using the Vermont Views interface library to deliver a platform independent user interface. Maintained and enhanced the legacy fixed asset management systems. From 1989 to 1991 (2 years) Greenbrae, CA Tom Nelson is skilled in: C++, C#, JavaScript, Python, Networking, Perl, Mobile Games, Game Design, Video Games, Game Development, Gameplay, Software Documentation, Quality Assurance, TCP/IP, XML, Programming, Subversion, Git, Perforce


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In a nutshell

Tom Nelson's Personality Type

Introversion (I), Sensing (S), Thinking (T), Perceiving (P)

Average Tenure

1 year(s), 5 month(s)

Tom Nelson's Willingness to Change Jobs

Unlikely

Likely

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